/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "holdemgame.h" holdemgame_t HOLDEM_GAME_STATE; void holdemGameInit() { // Font HOLDEM_GAME_STATE.fontTexture = assetTextureLoad("font.png"); HOLDEM_GAME_STATE.fontTileset = tilesetCreate(20, 20, HOLDEM_GAME_STATE.fontTexture->width, HOLDEM_GAME_STATE.fontTexture->height, 1, 1, 1, 1 ); HOLDEM_GAME_STATE.fontBatch = spriteBatchCreate(1024); // Prepare the renderer. holdemRenderFrameInit(); holdemRenderSceneInit(); holdemRenderPlayerInit(); holdemRenderCardInit(); // Prepare the action manager holdemActionInit(); // Start the first action holdemActionAdd(actionStart()); } void holdemGameUpdate() { // Update the frame buffers and action queue holdemRenderFrameUpdate(); holdemActionUpdate(); // Render things on the left frame buffer holdemRenderFrameUseLeft(); holdemRenderWorld(); // Render things on the right frame buffer holdemRenderFrameUseRight(); holdemRenderWorld(); // Finally, render the frame buffers to the back buffer. holdemRenderFrameBack(); } void holdemGameDispose() { holdemActionDispose(); }